Kaijukin (5e Race)
Kaijukin[edit]
Forged in the shadow of ancient titans, Kaijukin are born where the raw fury of nature collides with mortal will. Their forms echo the power of their colossal ancestors, and within them burns the untamed essence of the world's most primal forces.
Physical Description[edit]
A Sky Weaver Kaijukin wielding a bone dagger. [1] |
Kaijukin resemble powerful humanoids with traits that hint at their titanic ancestry. Their skin often carries a subtle sheen or faint coloration, reflecting the elements they embody, such as the bronze hues of lightning or the molten glow of fire. They stand taller than most humans, their musculature hinting at the immense power coursing within.
History[edit]
The Kaijukin are children of catastrophe, born not through intent but through the chaos left in the wake of ancient titanic battles. When colossal beasts clashed in a time long forgotten, their conflict scarred the world, leaving craters where their bodies fell, rivers carved from their blood, and storms born from their final breaths. These places became saturated with the titans' lingering essence, an energy that seeped into the creatures who unknowingly called these regions home. Over time, those exposed began to change. Their bodies adapted to carry the weight of the titans' power, and their children were born with the unmistakable mark of their ancestry: towering forms, elemental energy coursing beneath their skin, and an aura of raw, untamed power. Thus, the first Kaijukin arose.
The Kaijukin are not bound to the titans' will but carry their echoes. Their existence is a reminder of the devastation wrought by ancient conflicts and the world's ability to reshape itself. Some view the Kaijukin as inheritors of the titans' fury, protectors of the natural order, while others see them as living weapons, forces that could bring the same ruin as their forebears. Wherever they walk, the ground trembles, and the air hums with power, their presence a testament to the world's ability to forge something extraordinary from its scars.
Society[edit]
Kaijukin society is fractured and nomadic, with no unified nation or culture. Most live in isolated clans known as Clades, each tied to an elemental or titanic essence, inhabiting harsh, untamed regions that reflect their origins. These Clades often revere their ancestors through rituals and traditions, passing down knowledge of the titans' legacy. Kaijukin tend to be self-reliant but band together when threats arise that require their collective might.
Kaijukin Names[edit]
Kaijukin names often evoke the elements and power of their lineage. Their naming traditions draw from primordial sounds and words, combined with regional influences based on their environment.
Male: Rokath, Thalrik, Gorzan, Zenvok
Female: Liraya, Thynra, Moltiss, Vezrah
Kaijukin Traits[edit]
Titan-forged elemental humanoids
Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.
Age. Kaijukin mature at 20 years, and can live up to 150 years.
Alignment. Kaijukin tend to have neutral alignments, but will lean towards chaotic evil depending on the situation.
Size. Kaijukin are generally taller and more muscular than humans, standing between 6 and 7 feet tall and weighing around 250 to 350 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Titanic Resilience. Your body is naturally fortified. You have resistance to one type of damage determined by subrace (such as fire, lightning, radiant, etc.).
Intimidating Presence. You gain proficiency in the Intimidation skill due to your imposing nature.
Primal Legacy. Your connection to ancient titans grants you advantage on saving throws against being frightened.
Titanic Vitality. When you take damage from a critical hit, you can use your reaction to reduce the damage by an amount equal to your Constitution modifier + your level. You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Colossal Stride. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, you can move through the space of any creature of a size smaller than you, treating it as difficult terrain.
Languages. You can speak, read, and write Common and Primordial.
Thunderborn (Godzilla)[edit]
Titanic Resilience. You have resistance to lightning damage.
Atomic Breath. As an action, you release a line of concentrated energy. This attack is a 30-foot line that is 5 feet wide. Creatures in the line must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, they take 1d8 lightning damage, which increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Semi-Aquatic. You gain a swimming speed equal to your walking speed and can hold your breath for up to 15 minutes.
Thunderous Aura. As a bonus action, you can emit a thunderous aura that lasts for 1 minute. While active, creatures of your choice within 10 feet of you must succeed on a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) when they start their turn in the aura or be pushed 5 feet away from you. Once used, you cannot use this ability again until you complete a long rest.
Electric Surge. When you take damage from a melee attack, you can use your reaction to release a burst of lightning. The attacker must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the attacker takes lightning damage equal to 1d6 + your Constitution modifier. You can use this ability a number of times equal to your proficiency bonus per long rest.
Storm Tyrant (Ghidora)[edit]
Titanic Resilience. You have resistance to thunder damage.
Hurricane Roar. As an action, you release a deafening roar. Each creature in a 15-foot radius must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be deafened for 1 minute and pushed 10 feet away. On a failed save, they take 1d8 thunder damage, increasing to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Static Field. As a reaction when a creature within 10 feet of you hits you with an attack, you can deal lightning damage equal to your level to that creature. You can use this ability a number of times equal to your proficiency bonus per long rest.
Stormcaller Aura. As a bonus action, you can invoke an aura of storms that lasts for 1 minute. While active, ranged weapon attacks against you are made with disadvantage, and creatures of your choice that start their turn within 10 feet of you take lightning damage equal to your Constitution modifier. You can use this ability once per long rest.
Thundering Step. When you take the Dash action, you can choose to release a burst of thunderous energy. Each creature within 5 feet of you at the end of your movement must make a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be knocked prone and take thunder damage equal to 1d6 + your Constitution modifier. You can use this ability a number of times equal to your proficiency bonus per long rest.
Titanfury (Kong)[edit]
Titanic Resilience. You have resistance to bludgeoning damage.
Primal Might. As an action, you can leap into melee combat with titanic strength. Make an unarmed strike or use a melee weapon attack; if it hits, it deals an additional 1d8 bludgeoning damage, which increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Brute Endurance. Your unarmed strikes deal 1d6 + your Strength modifier bludgeoning damage. Additionally, you have advantage on Strength (Athletics) checks made to climb difficult surfaces.
Earthshaking Leap. As a bonus action, you can leap up to 20 feet in any direction without provoking opportunity attacks. When you land, each creature within 5 feet of you must succeed on a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take bludgeoning damage equal to 1d6 + your Strength modifier. You can use this ability a number of times equal to your proficiency bonus per long rest.
Unyielding Defender. When a creature you can see within 5 feet of you is hit with an attack, you can use your reaction to impose disadvantage on the attack roll. You can use this ability a number of times equal to your proficiency bonus per long rest.
Skyweaver (Mothra)[edit]
Titanic Resilience. You have resistance to radiant damage.
Radiant Strike. As an action, you unleash a burst of radiant light in a 10-foot radius centered on you. Each creature of your choice in the area must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 1d8 radiant damage and be blinded until the end of your next turn. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Wings of Light. You gain a flying speed of 30 feet and can hover.
Aura of Renewal. As a bonus action, you can activate an aura of renewal that lasts for 1 minute. During this time, you and creatures of your choice within 10 feet regain hit points equal to your Constitution modifier at the start of your turns. You can use this ability once per long rest.
Blinding Flare. When you are hit by a melee attack, you can use your reaction to emit a blinding flash of light. The attacker must succeed on a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or be blinded until the end of its next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
Steelbeast (Mecha-Godzilla)[edit]
Titanic Resilience. You have resistance to force damage.
Plasma Beam. As an action, you release a devastating beam of plasma energy in a 30-foot line that is 5 feet wide. Creatures in the line must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, they take 1d8 force damage, which increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Iron Clad. Your body is composed of a hardened metallic structure, granting you an AC of 13 + your Dexterity modifier while not wearing armor.
Overdrive Protocol. As a bonus action, you can activate Overdrive Protocol, granting you advantage on Strength checks and Strength saving throws for 1 minute. While in Overdrive, your walking speed increases by 10 feet. You can use this ability once per long rest.
Reactive Plating. When you take damage from a melee attack, you can use your reaction to release a shockwave. Each creature within 5 feet of you must make a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take force damage equal to 1d6 + your Constitution modifier and be pushed 5 feet away. You can use this ability a number of times equal to your proficiency bonus per long rest.
Emberwing (Rodan)[edit]
Titanic Resilience. You have resistance to fire damage.
Volcanic Heat Beam. As an action, you release a 15-foot cone of searing heat. Creatures in the cone must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, they take 1d8 fire damage, which increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Scorched Aura. As a bonus action, you can ignite an aura of fire around yourself for 1 minute. Creatures that end their turn within 5 feet of you take fire damage equal to your Constitution modifier (minimum of 1). You regain this ability after a short or long rest.
Molten Wings. You gain a flying speed of 40 feet. When you take the Dash action while flying, creatures within 5 feet of your starting and ending positions must succeed on a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take fire damage equal to your Constitution modifier.
Eruption Burst. When you are reduced to half your hit points or less for the first time in combat, you can use your reaction to release a burst of fiery energy. Each creature within 10 feet of you must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 2d8 fire damage. You can use this ability once per long rest.
Dreadclaw (Male Muto)[edit]
Titanic Resilience. You have resistance to force damage.
Seismic Slam. As an action, you slam the ground in a 10-foot radius. Each creature in the area must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take 1d8 bludgeoning damage and be knocked prone. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Predator’s Agility. You have advantage on Dexterity (Stealth) checks, and your powerful legs allow you to jump twice the normal height and distance.
Energy Drain. When you hit a creature with a melee weapon attack, you can use a bonus action to drain its energy. The target takes an additional 1d6 force damage, and you regain hit points equal to the damage dealt. You can use this ability a number of times equal to your proficiency bonus per long rest.
Disruptive Aura. You emit a faint electromagnetic field that disrupts electronics and magical effects. Creatures within 10 feet of you have disadvantage on Concentration checks to maintain spells. Additionally, nonmagical electronic devices malfunction when within range.
Earthshaker (Female Muto)[edit]
Titanic Resilience. You have resistance to acid damage.
Seismic Slam. As an action, you slam the ground with immense force. Each creature in a 10-foot radius must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, creatures take 1d8 bludgeoning damage and are knocked prone. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a short or long rest.
Burrowing Titan. You gain a burrow speed of 15 feet and can tunnel through loose earth and sand without collapsing the tunnel behind you.
Ground Tremor. As a bonus action, you can cause the ground within a 10-foot radius of you to tremble. Creatures of your choice within the area must succeed on a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or have their movement speed halved until the start of your next turn. You can use this ability a number of times equal to your proficiency bonus per long rest.
Colossal Strength. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Additionally, once per turn, when you hit a creature with a melee weapon attack, you can deal extra damage equal to your Strength modifier. You can use this ability a number of times equal to your proficiency bonus per long rest.
Earthspine (Anguirus)[edit]
Titanic Resilience. You have resistance to piercing damage.
Rolling Charge. As an action, you curl into a spiked ball and roll up to 20 feet in a straight line. Each creature in your path must make a Dexterity saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take 1d8 bludgeoning damage plus 1d8 piercing damage. The damage increases to 2d8 bludgeoning and 2d8 piercing at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Spiked Defense. Creatures that hit you with a melee attack while within 5 feet take piercing damage equal to your Constitution modifier (minimum of 1).
Seismic Awareness. You can sense the vibrations of the earth. You have tremorsense out to a range of 10 feet. This range increases to 20 feet at 10th level.
Earthshaker Stance. As a bonus action, you can dig your spikes into the ground, gaining advantage on Strength saving throws and becoming immune to being pushed or knocked prone until the start of your next turn.
Razor Shadow (Gigan)[edit]
Titanic Resilience. You have resistance to slashing damage.
Buzzsaw Slash. As an action, you activate the buzzsaw on your chest and slash in a 15-foot cone. Each creature in the cone must make a Dexterity saving throw (DC = 8 + your Dexterity modifier + your proficiency bonus) or take 1d8 slashing damage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Cybernetic Adaptation. Your cybernetic enhancements allow you to move with precision and efficiency, ignoring nonmagical difficult terrain.
Blade Flurry. When you take the Attack action, you can use a bonus action to make an additional melee attack with one of your scythe-like appendages. This attack deals slashing damage equal to 1d6 + your Strength modifier.
Reactive Defense. When a creature within 5 feet of you hits you with a melee attack, you can use your reaction to deal slashing damage equal to your Dexterity modifier (minimum of 1). You can use this ability a number of times equal to your proficiency bonus per long rest.
Tide Breaker (Scylla)[edit]
Ability Score Increase. Strength +1, Constitution +2
Titanic Resilience. You have resistance to cold damage.
Tentacle Smash. As an action, you lash out with your tentacles in a 10-foot radius. Each creature in the area must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature takes 1d8 bludgeoning damage and is pulled 5 feet toward you. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after finishing a long rest.
Amphibious. You can breathe air and water. Additionally, you have a swimming speed equal to your walking speed.
Ocean’s Grasp. As a bonus action, you summon a watery tendril in a space you can see within 30 feet. The tendril lashes out at a creature within 5 feet of it. The target must succeed on a Strength saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 1d6 bludgeoning damage and have its speed reduced to 0 until the end of your next turn. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Abyssal Surge. When you move at least 15 feet in a straight line toward a creature, you can use a bonus action to unleash a surge of aquatic energy. The targeted creature must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature takes 2d6 cold damage and is knocked prone. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses after a long rest.
Primal Roar (Caesar)[edit]
Titanic Resilience. You have resistance to psychic damage.
Energy Reflection. As a reaction when you are hit by a ranged spell attack, you can absorb and reflect the energy back at the caster. The attacker must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take the same damage they dealt to you. You regain this ability after a long rest.
Stonehide. Your body is covered in a tough, stone-like hide, granting you a +1 bonus to AC.
Regal Roar. As an action, you let out a majestic roar. Each creature of your choice within 15 feet must make a Wisdom saving throw (DC = 8 + your Charisma modifier + your proficiency bonus) or become frightened of you until the end of your next turn. Creatures that fail the save by 5 or more are stunned instead. You regain this ability after a long rest.
Commanding Presence. Allies within 10 feet of you gain advantage on saving throws against being frightened. Additionally, you have advantage on Charisma (Intimidation) checks.
Shadowmaw (Behemoth)[edit]
Titanic Resilience. You have resistance to poison damage.
Primal Charge. As an action, you charge in a straight line up to 30 feet. Each creature in your path must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus). On a failed save, the creature is knocked prone and takes 1d8 bludgeoning damage. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Verdant Might. You can use your sheer strength to uproot or manipulate the natural environment. As an action, you can move or destroy nonmagical plant matter and create paths through difficult terrain.
Primal Aura. As a bonus action, you can radiate an aura of primal power for 1 minute. Creatures of your choice within 10 feet of you have disadvantage on attack rolls against targets other than you. You can use this ability once per long rest.
Earthen Stride. You are deeply attuned to the earth beneath you. Difficult terrain composed of natural earth, plants, or stone does not impede your movement. Additionally, when you move, you can cause the ground within 5 feet of you to shake slightly, imposing disadvantage on enemy creatures’ Dexterity (Stealth) checks while they remain in the affected area.
Voidhowl (Camazotz)[edit]
Titanic Resilience. You have resistance to necrotic damage.
Sonic Screech. As an action, you emit a sonic screech in a 15-foot cone. Each creature in the cone must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, creatures take 1d8 thunder damage and are deafened until the end of their next turn. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Echolocation. You have blindsight up to 30 feet while you are not deafened.
Dark Ambush. When you take the Attack action while you are in darkness, you can add 1d6 necrotic damage to the first attack that hits a creature during that turn. This damage increases to 2d6 at 11th level.
Winged Agility. You can use your wings to make an enhanced leap or reposition. As a bonus action, you can fly up to 15 feet without provoking opportunity attacks. This movement must begin and end on solid ground.
Storm Spine (Amhuluk)[edit]
Titanic Resilience. You have resistance to acid damage.
Vine Lash. As an action, you summon vines to lash out in a 10-foot radius. Each creature in the area must make a Strength saving throw (DC = 8 + your Strength modifier + your proficiency bonus) or take 1d8 bludgeoning damage and be restrained until the end of their next turn. The damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Rooted Strength. You can root yourself into the ground as a bonus action, gaining advantage on Strength checks and saving throws until you move. While rooted, your movement speed becomes 0, and you cannot be forcibly moved unless you choose to be.
Verdant Ward. As a reaction, when you take damage, you can summon roots to absorb part of the blow. Reduce the damage by 1d8 + your Constitution modifier. You regain this ability after a long rest.
Swamp’s Embrace. The ground within 10 feet of you is considered difficult terrain for enemies. This radius increases to 15 feet at 5th level, 20 feet at 11th level, and 30 feet at 17th level.
Crimsonwing (Battra)[edit]
Titanic Resilience. You have resistance to necrotic damage.
Chaos Barrage. As an action, you unleash chaotic energy in a 20-foot cone. Each creature in the cone must make a Constitution saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, they take 1d8 necrotic damage. This damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level. You regain this ability after a long rest.
Dark Wings. You gain a flying speed of 30 feet. While flying, creatures that start their turn within 5 feet of you must succeed on a Wisdom saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or have disadvantage on attack rolls against you until the end of their next turn.
Crimson Surge. As a bonus action, you can channel chaotic energy to empower your attacks. Your next melee or ranged weapon attack deals an extra 1d6 necrotic damage on a hit. This damage increases to 2d6 at 11th level. You regain this ability after a short or long rest.
Aura of Chaos. As an action, you can create a 10-foot radius aura of swirling crimson energy around you. Creatures of your choice within the aura must succeed on a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus) or take 1d6 necrotic damage. This aura lasts for 1 minute or until you dismiss it as a bonus action. Once used, you regain this ability after a long rest.
Random Height and Weight[edit]
Base Height |
Height Modifier* |
Base Weight |
Weight Modifier** |
---|---|---|---|
6′ 5'' | +2d8 | 250 lb. | × (2d6) lb. |
*Height = base height + height modifier |
Suggested Characteristics[edit]
When creating a Kaijukin character, you can use the following table of traits, ideals, bonds, and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.
Personality Traits
d8 | Personality Trait |
---|---|
1 | I speak with a booming voice, as if the world itself should hear me. |
2 | My presence is commanding, but I often forget the impact it has on others. |
3 | I revel in the clash of battle, where my titanic lineage shines brightest. |
4 | I am fiercely protective of those weaker than me, even if I don’t always show it. |
5 | My emotions are as volatile as the elements that shaped me. |
6 | I tend to brood, reflecting on the destruction my ancestors wrought. |
7 | I value strength above all else, both in myself and in others. |
8 | My respect must be earned, but once given, it is unshakable. |
Ideals
d6 | Ideal |
---|---|
1 | Balance. Destruction and creation are two sides of the same coin. (Neutral) |
2 | Strength. Only the strong can shape the world and protect it. (Chaotic) |
3 | Tradition. The legacy of the titans must be preserved and honored. (Lawful) |
4 | Freedom. Power should not be used to oppress others. (Good) |
5 | Dominance. I will prove that I am the rightful inheritor of the titans' will. (Evil) |
6 | Survival. Only by embracing our primal roots can we endure. (Neutral) |
Bonds
d6 | Bond |
---|---|
1 | I protect the land that birthed my power, no matter the cost. |
2 | A relic of the titans is in my possession, and I will defend it with my life. |
3 | My clan’s survival depends on my actions, and I will not fail them. |
4 | I owe my life to a companion who saved me from the brink of destruction. |
5 | The memory of my ancestors drives me to honor their legacy. |
6 | I seek to understand the titanic power within me and its ultimate purpose. |
Flaws
d6 | Flaw |
---|---|
1 | I struggle to control my temper, often resorting to violence when provoked. |
2 | My pride in my lineage blinds me to my own weaknesses. |
3 | I am slow to trust others, believing they cannot understand my burdens. |
4 | My destructive tendencies sometimes overshadow my intentions to protect. |
5 | I often underestimate those I perceive as weaker than me. |
6 | I feel the weight of the titans’ power as a curse rather than a blessing. |
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